Duckstation/src/common/d3d12/stream_buffer.cpp

265 lines
8.7 KiB
C++
Raw Normal View History

2021-07-10 11:37:08 +00:00
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "stream_buffer.h"
#include "../align.h"
#include "../assert.h"
#include "../log.h"
#include "context.h"
#include <algorithm>
#include <functional>
Log_SetChannel(D3D12::StreamBuffer);
namespace D3D12 {
StreamBuffer::StreamBuffer() = default;
StreamBuffer::~StreamBuffer()
{
Destroy();
}
bool StreamBuffer::Create(u32 size)
{
static const D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_UPLOAD};
const D3D12_RESOURCE_DESC resource_desc = {
D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
D3D12_RESOURCE_FLAG_NONE};
Microsoft::WRL::ComPtr<ID3D12Resource> buffer;
HRESULT hr = g_d3d12_context->GetDevice()->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE,
&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(buffer.GetAddressOf()));
AssertMsg(SUCCEEDED(hr), "Allocate buffer");
if (FAILED(hr))
return false;
static const D3D12_RANGE read_range = {};
u8* host_pointer;
hr = buffer->Map(0, &read_range, reinterpret_cast<void**>(&host_pointer));
AssertMsg(SUCCEEDED(hr), "Map buffer");
if (FAILED(hr))
return false;
Destroy(true);
m_buffer = std::move(buffer);
m_host_pointer = host_pointer;
m_size = size;
m_gpu_pointer = m_buffer->GetGPUVirtualAddress();
return true;
}
bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
{
const u32 required_bytes = num_bytes + alignment;
// Check for sane allocations
if (num_bytes > m_size)
2021-07-10 11:37:08 +00:00
{
Log_ErrorPrintf("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
static_cast<u32>(m_size));
Panic("Stream buffer overflow");
return false;
}
// Is the GPU behind or up to date with our current offset?
UpdateCurrentFencePosition();
if (m_current_offset >= m_current_gpu_position)
{
const u32 aligned_required_bytes = (m_current_offset > 0) ? required_bytes : num_bytes;
2021-07-10 11:37:08 +00:00
const u32 remaining_bytes = m_size - m_current_offset;
if (aligned_required_bytes <= remaining_bytes)
2021-07-10 11:37:08 +00:00
{
// Place at the current position, after the GPU position.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_current_space = m_size - m_current_offset;
return true;
}
// Check for space at the start of the buffer
// We use < here because we don't want to have the case of m_current_offset ==
// m_current_gpu_position. That would mean the code above would assume the
// GPU has caught up to us, which it hasn't.
if (required_bytes < m_current_gpu_position)
{
// Reset offset to zero, since we're allocating behind the gpu now
m_current_offset = 0;
m_current_space = m_current_gpu_position;
return true;
}
}
// Is the GPU ahead of our current offset?
if (m_current_offset < m_current_gpu_position)
{
// We have from m_current_offset..m_current_gpu_position space to use.
const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
if (required_bytes < remaining_bytes)
{
// Place at the current position, since this is still behind the GPU.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_current_space = m_current_gpu_position - m_current_offset;
return true;
}
}
// Can we find a fence to wait on that will give us enough memory?
if (WaitForClearSpace(required_bytes))
{
const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
m_current_offset += align_diff;
m_current_space -= align_diff;
return true;
}
// We tried everything we could, and still couldn't get anything. This means that too much space
// in the buffer is being used by the command buffer currently being recorded. Therefore, the
// only option is to execute it, and wait until it's done.
return false;
}
void StreamBuffer::CommitMemory(u32 final_num_bytes)
{
Assert((m_current_offset + final_num_bytes) <= m_size);
Assert(final_num_bytes <= m_current_space);
m_current_offset += final_num_bytes;
m_current_space -= final_num_bytes;
}
void StreamBuffer::Destroy(bool defer)
{
if (m_host_pointer)
{
const D3D12_RANGE written_range = {0, m_size};
m_buffer->Unmap(0, &written_range);
m_host_pointer = nullptr;
}
if (m_buffer && defer)
g_d3d12_context->DeferResourceDestruction(m_buffer.Get());
m_buffer.Reset();
m_current_offset = 0;
m_current_space = 0;
m_current_gpu_position = 0;
m_tracked_fences.clear();
}
void StreamBuffer::UpdateCurrentFencePosition()
{
// Don't create a tracking entry if the GPU is caught up with the buffer.
if (m_current_offset == m_current_gpu_position)
return;
// Has the offset changed since the last fence?
const u64 fence = g_d3d12_context->GetCurrentFenceValue();
if (!m_tracked_fences.empty() && m_tracked_fences.back().first == fence)
{
// Still haven't executed a command buffer, so just update the offset.
m_tracked_fences.back().second = m_current_offset;
return;
}
UpdateGPUPosition();
m_tracked_fences.emplace_back(fence, m_current_offset);
}
void StreamBuffer::UpdateGPUPosition()
{
auto start = m_tracked_fences.begin();
auto end = start;
const u64 completed_counter = g_d3d12_context->GetCompletedFenceValue();
while (end != m_tracked_fences.end() && completed_counter >= end->first)
{
m_current_gpu_position = end->second;
++end;
}
if (start != end)
m_tracked_fences.erase(start, end);
}
bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
{
u32 new_offset = 0;
u32 new_space = 0;
u32 new_gpu_position = 0;
auto iter = m_tracked_fences.begin();
for (; iter != m_tracked_fences.end(); ++iter)
{
// Would this fence bring us in line with the GPU?
// This is the "last resort" case, where a command buffer execution has been forced
// after no additional data has been written to it, so we can assume that after the
// fence has been signaled the entire buffer is now consumed.
u32 gpu_position = iter->second;
if (m_current_offset == gpu_position)
{
new_offset = 0;
new_space = m_size;
new_gpu_position = 0;
break;
}
// Assuming that we wait for this fence, are we allocating in front of the GPU?
if (m_current_offset > gpu_position)
{
// This would suggest the GPU has now followed us and wrapped around, so we have from
// m_current_position..m_size free, as well as and 0..gpu_position.
const u32 remaining_space_after_offset = m_size - m_current_offset;
if (remaining_space_after_offset >= num_bytes)
{
// Switch to allocating in front of the GPU, using the remainder of the buffer.
new_offset = m_current_offset;
new_space = m_size - m_current_offset;
new_gpu_position = gpu_position;
break;
}
// We can wrap around to the start, behind the GPU, if there is enough space.
// We use > here because otherwise we'd end up lining up with the GPU, and then the
// allocator would assume that the GPU has consumed what we just wrote.
if (gpu_position > num_bytes)
{
new_offset = 0;
new_space = gpu_position;
new_gpu_position = gpu_position;
break;
}
}
else
{
// We're currently allocating behind the GPU. This would give us between the current
// offset and the GPU position worth of space to work with. Again, > because we can't
// align the GPU position with the buffer offset.
u32 available_space_inbetween = gpu_position - m_current_offset;
if (available_space_inbetween > num_bytes)
{
// Leave the offset as-is, but update the GPU position.
new_offset = m_current_offset;
new_space = gpu_position - m_current_offset;
new_gpu_position = gpu_position;
break;
}
}
}
// Did any fences satisfy this condition?
// Has the command buffer been executed yet? If not, the caller should execute it.
if (iter == m_tracked_fences.end() || iter->first == g_d3d12_context->GetCurrentFenceValue())
return false;
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
g_d3d12_context->WaitForFence(iter->first);
m_tracked_fences.erase(m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
m_current_offset = new_offset;
m_current_space = new_space;
m_current_gpu_position = new_gpu_position;
return true;
}
} // namespace D3D12